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Knarr

Recruiting a Viking activates the matching-color column of your crew. Exploring spends those same crew cards to gain a destination, so a strong engine is also your travel budget. Reputation pays points at the start of later turns.

2–4 peopleFinish the round when someone reaches 40 pointsKnarr base game with 50 Viking cards, 35 destination cards, four ships, central board, score/reputation markers and recruit/bracelet tokens; table.
Adults playing Viking cards beside a shared recruitment market.
In this guide

The quick version

Take reputation points, then recruit one card from hand or spend crew to explore. You may trade bracelets once before or after that action. Reaching 40 points triggers an equal-turn finish; highest score wins.

Get ready

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Set out two markets and your ship

Separate Trading Lands and Lands of Influence into shuffled decks, revealing three of each. Prepare Viking cards by player count: with two remove 3 and 4 marked cards; with three remove 4; with four use all. Shuffle and expose five Vikings in the colored board slots.

Everyone uses the normal side of a ship. Each takes two starting Vikings of different colors from the deck into a face-up crew, following the starting setup depicted below the ship. Put one recruit and one bracelet on the ship; keep two additional tokens of each beside it as unavailable supply. Put score and reputation markers on their starting spaces. Draw three Vikings privately. Choose a starting player at random; remember that seat.

Collect reputation, then recruit or explore

First add victory points equal to the highest numbered value reached on your reputation track. Then choose exactly one action.

Recruit: play one Viking from your three-card hand onto your same-color crew column. Collect every reward visible at the top of that column, including the new card, in any order. Take the face-up Viking from the board slot matching the COLOR YOU PLAYED, not necessarily a Viking whose own color matches. You may instead spend one recruit to choose any of the five cards. Refill that slot.

Explore: choose one of the six destinations. Discard crew cards matching the number and colors in its upper-left cost. Any-color symbols require the specified matching group; four-of-one-color means four cards of a single color. Each recruit token you spend replaces one required Viking. Put the destination above your ship and gain its upper-right immediate rewards. Refill from the same destination deck.

Once per turn, before or after that action, you may trade. Spend one, two or three bracelets to gain every reward in the first one, two or three columns of BOTH your ship and all owned destinations. A two-bracelet trade includes the first and second columns, not just the second.

Keep resources and crew separate

Victory icons advance the score marker; reputation icons advance the reputation marker. Recruit and bracelet icons add those tokens to the ship, up to three of each; overflow is lost. An icon that draws a Viking directly into the crew does so without activating its column.

Whenever the Viking deck empties, shuffle its discard pile. If both are empty, each player tied for the largest crew discards one chosen Viking, then form the needed deck. A recruit action replaces the card played from your hand; exploration normally leaves the hand unchanged.

Finish the current round at 40

When anyone reaches 40 or more victory points, complete that person's turn and continue only until the player immediately before the original starting player has acted. Everyone receives the same number of turns. Highest score wins; tied players compare their combined recruits and bracelets. If still tied, share the win as an explicit house resolution.

Before starting, demonstrate a recruit into a column with two cards and point to the resulting three rewards. Then show the destination cost that would remove those cards. This makes the central tradeoff clear.

Keep the two tracks distinct

Reputation pays victory points at the start of your next turn; advancing reputation does not itself move the victory marker unless an icon also awards victory points. Read destination costs aloud before discarding crew. Keep the ship's active tokens separate from its spare supply.

A recommendation discussion includes Knarr among games one couple enjoys. For a two-player introduction, demonstrate recruitment and exploration together so the crew-spending tradeoff is clear.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Knarr · See main rules

Publisher base-box variant

Advanced ships

Before setup, agree to use the advanced side of every ship. Read each ship's printed starting crew/assets and trade rewards before choosing seats. Use those instead of the normal ship values. Markets, recruitment, exploration, 40-point finish and ties stay the same.

Knarr · See main rules

Original STUDplay house twist

Open hands

Keep your three hand cards face up in a separate row below the crew. They remain hand cards and grant no rewards until recruited. This exposes possible next columns while retaining the ordinary action economy.

Knarr · See main rules

Original STUDplay house twist

Destination refresh

Give everyone one paper refresh token. At the start of their action step, before recruiting or exploring, a player may discard it to put one face-up destination on the bottom of its own deck and reveal a replacement. This does not consume the action. If its deck is empty, the token cannot target that destination type.

Knarr · See main rules

Original STUDplay house twist

Crew choice

For each player's two different-color starting Vikings, draw four cards. Choose two of different colors and shuffle the others back. If all four share a color, reveal cards until a second color appears, then choose. Do not collect their rewards. Normal ship assets and three-card hands follow.

Knarr · See main rules

Original STUDplay house twist

Bracelet commitment

At setup, each player puts one unused bracelet token on a paper reminder instead of their side supply. It cannot become available until they own their first destination. Before that they may hold at most two bracelets on their ship; then return to the normal maximum of three. Starting active bracelets remain one.

About this guide

Use the named physical base game and its supplied cards, boards and rules. Rules below are paraphrased teaching guidance. Original STUDplay house twists are optional suggestions, not publisher rules or balance-tested claims; agree one before setup.

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How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.